-- This file is part of the Fantasy Grounds Open Foundation Ruleset project. 
-- For the latest information, see http://www.fantasygrounds.com/
--
-- Copyright 2008 SmiteWorks Ltd.
--
-- This file is provided under the Open Game License version 1.0a
-- Refer to the license.html file for the full license text
--
-- All producers of work derived from this material are advised to
-- familiarize themselves with the license, and to take special
-- care in providing the definition of Product Identity (as specified
-- by the OGL) in their products.
--
-- All material submitted to the Open Foundation Ruleset project must
-- contain this notice in a manner applicable to the source file type.
--


skillnames = { "Appraise", "Balance", "Bluff", "Climb", "Concentration", "Craft", 
               "Decipher Script", "Diplomacy", "Disable Device", "Disguise", "Escape Artist", 
               "Forgery", "Gather Information", "Handle Animal", "Heal", "Hide", "Intimidate", 
               "Jump", "Knowledge", "Listen", "Move Silently", "Open Lock", "Perform", 
               "Profession", "Ride", "Search", "Sense Motive", "Sleight of Hand", "Speak Language", 
               "Spellcraft", "Spot", "Survival", "Swim", "Tumble", "Use Magic Device", "Use Rope" };

function getCompletion(str)
	-- Find a matching completion for the given string
	for i = 1, #skillnames, 1 do
		if string.lower(str) == string.lower(string.sub(skillnames[i], 1, #str)) then
			return string.sub(skillnames[i], #str + 1);
		end
	end
	
	return "";
end

function parseComponents()
	-- Break the string in the control into skills and modifiers, and record their respective positions
	str = getValue();
	components = {};
	
	starts = true;
	nextindex = 1;
	
	while starts do
		-- Find component parts: label with whitespace and modifier, with optional comma and whitespace following
		starts, ends, all, skill, mod  = string.find(str, '(([%w%s\(\)]*[%w\(\)]*)%s*([%+%-]?%d*))%s*,?%s*', nextindex);
		
		-- Adjust label to strip trailing whitespace
		spaces = string.match(string.reverse(skill), '%s*()') - 1;
		skillends = starts + #skill - spaces;
		skill = string.sub(skill, 1, #skill - spaces);

		-- Missing modifier should be treated as 0, a completely empty entry is skipped
		if mod == nil then mod = 0 end;
		if starts > ends then starts = false end;
		
		-- Add component to list
		if starts then
			nextindex = ends+1;
			table.insert(components, { startpos = starts, labelendpos = skillends, endpos = starts + #all, label = skill, bonus = mod });
		end
	end

	return components;
end

function onChar()
	-- When a new character is appeneded to a skill label, autocomplete it if a match is found
	components = parseComponents();

	for i = 1, #components, 1 do
		if getCursorPosition() == components[i].labelendpos then
			completion = getCompletion(components[i].label);

			if completion ~= "" then
				value = getValue();
				newvalue = string.sub(value, 1, getCursorPosition()-1) .. completion .. string.sub(value, getCursorPosition());

				setValue(newvalue);
				setSelectionPosition(getCursorPosition() + #completion);
			end

			return;
		end
	end
end

function onHover(oncontrol)
	if hasFocus() or dragging then
		return;
	end

	-- Reset selection when the cursor leaves the control
	if not oncontrol then
		dragLabel = nil;
		dragBonus = nil;
		
		setCursorPosition(0);
	end
end

function onHoverUpdate(x, y)
	if hasFocus() or dragging then
		return;
	end

	-- Hilight skill hovered on
	components = parseComponents();
	local index = getIndexAt(x, y);

	for i = 1, #components, 1 do
		if components[i].startpos < index and components[i].endpos > index then
			setCursorPosition(components[i].startpos);
			setSelectionPosition(components[i].endpos);
			
			dragLabel = components[i].label;
			dragBonus = components[i].bonus;
			
			setHoverCursor("hand");
			
			return;
		end
	end
	
	dragLabel = nil;
	dragBonus = nil;
	
	setHoverCursor("arrow");
	
	setCursorPosition(0);
end

function onDrag(button, x, y, draginfo)
	-- The dragBonus and dragLabel fields keep track of the entry under the cursor
	if not dragLabel then
		return true;
	end

	if not dragging then
		draginfo.setType("dice");
		draginfo.setDescription(dragLabel);
		draginfo.setDieList({ "d20" });
		draginfo.setNumberData(dragBonus);
	end
	
	dragging = true;
	setCursorPosition(0);
	
	return true;
end

function onDragEnd(dragdata)
	dragging = false;
end

function onClickDown(button, x, y)
	-- Suppress default processing to support dragging
	return true;
end

function onClickRelease(button, x, y)
	-- Enable edit mode on mouse release
	setFocus();
	
	local n = getIndexAt(x, y);
	
	setSelectionPosition(n);
	setCursorPosition(n);
	
	return true;
end

function onInit()
	super.onInit();
end
